Pallette technique is juuuust about the entry point for atlases/texture maps, and I think people would love/hugely benefit from a more in-depth tutorial covering the full atlas/texture maps approach. Could reach out to that as an extension of this tutorial too, as this is an excellent foundation to work from/reference back to. Good stuff, dude!
It's been about 6 years since I've used texture atlases and I don't think I'm an authority on the subject anymore. lol. I stick to the simple stuff these days.
FYI for future reference or other folks. If you can use nanite (works on PC and major consoles, but not currently on mobile), and using newer UE 5.0-5.3 (more features in newer versions). Nanite completely changes how material slots/drawcalls work. Even for low poly stuff. So, traditional material slots/draw calls optimization wisdom doesn't apply the same way to Nanite workflows. Epic is putting a lot of work into making a lot of traditional optimization techniques not necessary anymore with Nanite things. Looks like you are still in UE4 at moment, so this doesn't apply to swords n magic.
Hello man i really loved how you showed also behind the scenes on creating. I am a video editor and i woudl love ro work with you on your videos because i think it is completely amazing and very fun
I like the art side of videos. I struggle with getting a good workflow down for development so seeing these help me know ways of doing things.
I have my own pipeline and I still watched this video, our of curiosity! Great stuff.
Dang! Thanks for sharing your workflow!!
Pallette technique is juuuust about the entry point for atlases/texture maps, and I think people would love/hugely benefit from a more in-depth tutorial covering the full atlas/texture maps approach. Could reach out to that as an extension of this tutorial too, as this is an excellent foundation to work from/reference back to. Good stuff, dude!
It's been about 6 years since I've used texture atlases and I don't think I'm an authority on the subject anymore. lol. I stick to the simple stuff these days.
FYI for future reference or other folks. If you can use nanite (works on PC and major consoles, but not currently on mobile), and using newer UE 5.0-5.3 (more features in newer versions). Nanite completely changes how material slots/drawcalls work. Even for low poly stuff. So, traditional material slots/draw calls optimization wisdom doesn't apply the same way to Nanite workflows. Epic is putting a lot of work into making a lot of traditional optimization techniques not necessary anymore with Nanite things.
Looks like you are still in UE4 at moment, so this doesn't apply to swords n magic.
That texture colouring system is pretty smart!
Nice video, it was really interesting to see how you do it! 👍
Love the video… keep ‘‘em coming !
Really liked this, would love to see how you did the character clothes!
Hello man i really loved how you showed also behind the scenes on creating. I am a video editor and i woudl love ro work with you on your videos because i think it is completely amazing and very fun
Hey! Can you shoot me some of your work on Discord? @kindred
@@MichaelKocha hello i sent you a friend request my use name is kenshinyuzaki
Then you buy a low poly asset that has one material for each color